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-   -   Using OJP (http://www.lucasforums.com/showthread.php?t=174167)

Chebawizz 01-02-2007 10:08 AM

Using OJP
 
hello
i'm gonna make a mod based on OJP Basic for my clan. I downloaded TortoiseSVN and successfully downloaded the sources (checkout ...)
i want to know how can I use svn to work on my mod but still receive the "updates" of the OJP code..

chewie :vsd:

razorace 01-03-2007 05:22 AM

Just modify your local files and then do SVN Updates whenever you want to get updates from the OJP repository. Your data will not be lost.

Chebawizz 01-03-2007 01:11 PM

Thanks!
I have another problem... It is normal that when I lauch JK in debugging (via VS2005), it seems that the client side plugin isn't loaded.. it is normal? I followed the "tutorial" in the SVN..

razorace 01-04-2007 04:40 PM

Did it compile the cgame side of the code?

Chebawizz 01-04-2007 05:32 PM

Yes, in the ojpbasic folder, there are the 3 dll.
ingame, I see the menus, I can select rgb saber or pimp saber but the blade stay blue, etc.. but the server side is loaded (server cvars and cmd are available)

ensiform 01-04-2007 06:18 PM

There may be 3 dll in the ojpbasic dir in your game dir but that doesn't mean they are actually the OJP ones for cgame and ui, they might not have actually compiled and the game may have just stuck the base ones there and the real ones need to be in a pk3 for things to work properly.

Chebawizz 01-04-2007 06:46 PM

they are the good ones because when I put them in a pk3 and put the pk3 in the GameData/ojpbasic folder (from my game) and run ojpbasic with the bat file, it works well.. but when I do debug with VS2005, i don't have client features (rgb sabers etc..)

razorace 01-05-2007 12:08 PM

When you're debugging, you don't want the dlls to be in a .pk3. That would prevent you from being able to make dynamic changes to the code. Plus, I'm not sure the debugger would even work.


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